Fits your load
VPS Mini
2 vCPU, 4 GB DDR5, 40 GB NVMe, 2 TB traffic
₹1,780$18.99/mo
Deploy MiniAbout MiniWhat a Factorio server needs in CPU, memory, disk and bandwidth, by player count. Change the numbers for your own server; the sources are listed below.
Fits your load
2 vCPU, 4 GB DDR5, 40 GB NVMe, 2 TB traffic
₹1,780$18.99/mo
Deploy MiniAbout MiniRoom to grow
2 dedicated cores, 8 GB DDR5, 100 GB NVMe, 8 TB traffic
₹4,970$52.49/mo
| Players | CPU | Memory | NVMe | Traffic a month | Fits your load | Room to grow |
|---|---|---|---|---|---|---|
| 2 | 2 cores | 3.5 GB | 30 GB | 14 GB | VPS Mini | VDS MicroCore |
| 4 | 2 cores | 4 GB | 30 GB | 27 GB | VPS Mini | VDS MicroCore |
| 8 | 2 cores | 5 GB | 30 GB | 54 GB | VPS Starter | VDS MicroCore |
| 16 | 2 cores | 7 GB | 30 GB | 109 GB | VPS Growth | VDS MicroCore |
| 24 | 3 cores | 9 GB | 30 GB | 163 GB | VPS Pro | VDS FusionCore |
| 32 | 3 cores | 11 GB | 30 GB | 218 GB | VPS Pro | VDS FusionCore |
Traffic assumes 35% of the player cap online on average across the month; change it under Assumptions in the calculator.
Starter: 2-4 players, up to 30 map hours: 2 vCPU, fast core from 3.5 GHz+, 4 GB RAM, 30 GB NVMe storage, 1 Gbps port
Factorio Server Requirements: Players, RAM, CPU, and UPS - Valebyte
Medium base: 4-8 players, trains and bots: 2 vCPU, fast core from 3.8 GHz+, 6 GB RAM, 50 GB NVMe storage, 1 Gbps port
Factorio Server Requirements: Players, RAM, CPU, and UPS - Valebyte
Large base: 2-8 players, 1-3k SPM: 4 vCPU, fast core from 4.0 GHz+, 8 GB RAM, 80 GB NVMe storage, 1 Gbps port
Factorio Server Requirements: Players, RAM, CPU, and UPS - Valebyte
Megabase: 2-8 players, 3k SPM and mods: 4-6 vCPU, best core from 4.2 GHz+, 12-16 GB RAM, 100 GB NVMe storage, 1 Gbps port
Factorio Server Requirements: Players, RAM, CPU, and UPS - Valebyte
Vanilla, 5-10 players, active mid-game (50-200 hours in, mid-size factory, moderate map exploration): 4-6GB RAM
The hard limit for the number of players is 65,535. However, practical limit for this is much lower, popular streamers have managed to get well over a hundred players. More than 10 players in one game will reduce the rate the game is saved to the server.
The official wiki does not publish CPU/RAM figures; only ports and player-limit behavior are documented there. Numeric hardware guidance comes from widely used hosting guides and forum consensus, which strongly and consistently emphasize that factory size, map exploration and mods matter far more than player count. Treat the player-based bands here as loose, not hard cutoffs; two players on an old megabase can need more resources than eight players on a fresh map.
| Port | Protocol | Used for |
|---|---|---|
| 34197 | UDP | game (default, configurable) |
Game server hosting: every game we size, the protection each one gets, and the plan for it.
DDoS protection is on every Clouduxe plan. How Prism handles game traffic.
About 3.5 GB for 2 players and 11 GB for 32, before mods (mod portal / overhauls). Factorio's own community and hosting guides agree RAM tracks factory size/age far more than player count. Base and per-player figures are calibrated to reproduce the sourced starter (4GB at 2-4 players) and medium (6GB at 4-8 players) bands; heavy factories/megabases exceed this and are captured via the mods multiplier, not player count.
2 for 2 players, 3 for 32. The server is single-thread heavy, so the clock speed of one core matters more than how many cores it has. The main simulation loop runs mostly on a single thread, so clock speed and per-core throughput matter far more than core count; multiple sources warn that slow extra vCPUs give almost no UPS improvement. Cores scale very slowly with player count here because the real driver is factory complexity (belts, bots, trains, fluids), which the mods 'heavy' level accounts for (megabase setups need 4-6 fast cores regardless of headcount).
About 60 kbit/s of upload per connected player, so under 1 Mbit/s with 4 players online and about 27 GB a month if 35% of that cap is online on average. Factorio is explicitly bandwidth-light: the client-server protocol sends player inputs and deltas, not full game state, over a custom reliable layer on UDP. Sources describe a handful of players using only a few hundred kbps in aggregate; derived per-player figure follows from that, well under 1 Gbps saturation for typical player counts.
For 4 players, VPS Mini fits the load and VDS MicroCore leaves room to grow. Every plan includes DDoS protection: 17 Tbps of upstream mitigation plus Clouduxe Prism on the server.
Sized for 4 players, with DDoS protection included. Or talk to us about a bigger server.